[Scummvm-cvs-logs] CVS: scummvm/scumm palette.cpp,2.48,2.49

kirben kirben at users.sourceforge.net
Wed May 25 02:14:21 CEST 2005


Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv17815/scumm

Modified Files:
	palette.cpp 
Log Message:

Remove left overs and update comment.


Index: palette.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/palette.cpp,v
retrieving revision 2.48
retrieving revision 2.49
diff -u -d -r2.48 -r2.49
--- palette.cpp	25 May 2005 01:35:32 -0000	2.48
+++ palette.cpp	25 May 2005 09:11:38 -0000	2.49
@@ -579,31 +579,19 @@
 	byte *table = _shadowPalette + start;
 	int i;
 
-	// This is a correction of the patch supplied for BUG #588501.
-	// It has been tested in all four known rooms where unkRoomFunc3 is used:
+	// This is an implementation based on the original games code.
+	//
+	// The four known rooms where setupShadowPalette is used in atlantis are:
 	//
 	// 1) FOA Room 53: subway departing Knossos for Atlantis.
 	// 2) FOA Room 48: subway crashing into the Atlantis entrance area
 	// 3) FOA Room 82: boat/sub shadows while diving near Thera
 	// 4) FOA Room 23: the big machine room inside Atlantis
 	//
-	// The implementation behaves well in all tests.
-	// Pixel comparisons show that the resulting palette entries being
-	// derived from the shadow palette generated here occassionally differ
-	// slightly from the ones derived in the LEC executable.
-	// Not sure yet why, but the differences are VERY minor.
-	//
 	// There seems to be no explanation for why this function is called
 	// from within Room 23 (the big machine), as it has no shadow effects
 	// and thus doesn't result in any visual differences.
 
-	int max;
-	if (_version >= 5 && _version <= 6) {
-		max = 252;
-	} else {
-		max = 255;
-	}
-
 	if (_gameId == GID_SAMNMAX) {
 		for (i = 0; i < 256; i++)
 			_shadowPalette[i] = i;





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